A lot of combine modes are using both Texel0 and Texel1, where Texel1 is coming from?
A lot of combine modes are using both Texel0 and Texel1, where Texel1 is coming from?
- Rice
http://1964emu.emulation64.com
Ok, from my experience:
the Texture command (from gSPTexture) sets the tile descriptor # to use as Texel 0, and then that # plus 1 is Texel 1 (unless mipmapping i think, but i haven't handled this yet) Is this what you're asking for?
Hmm... I always though RENDERTILE (0) on settile was ALWAYS T0, and T1 was 1. Furthur more, MIP-MAPPING uses TILES 0-6 starting with the value from gSPTexture. That is just my understanding. <enter disclaimer here>
-Azimer
"I am not a teacher: only a fellow traveler of whom you asked the way.
I pointed ahead -- ahead of myself as well as of you." (George Bernard Shaw)
Nah, tile descriptor 0 is not always t0. In Banjo Kazooie (if i remember correctly) it wanted to use the third descriptor for t0 on some things.
Good thing to keep in mind as I progress furthur. Thx for the tip. I will check it out. So far, I haven't seen it behave like this.
-Azimer
"I am not a teacher: only a fellow traveler of whom you asked the way.
I pointed ahead -- ahead of myself as well as of you." (George Bernard Shaw)